#version 120 // // metavoxel_heighfield_cursor.vert // vertex shader // // Created by Andrzej Kapolka on 8/7/14. // Copyright 2014 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // // the height texture uniform sampler2D heightMap; void main(void) { // compute the view space coordinates float height = texture2D(heightMap, gl_MultiTexCoord0.st).r; vec4 viewPosition = gl_ModelViewMatrix * (gl_Vertex + vec4(0.0, height, 0.0, 0.0)); gl_Position = gl_ProjectionMatrix * viewPosition; // generate the texture coordinates from the view position gl_TexCoord[0] = vec4(dot(viewPosition, gl_EyePlaneS[4]), dot(viewPosition, gl_EyePlaneT[4]), dot(viewPosition, gl_EyePlaneR[4]), 1.0); // the zero height should be invisible gl_FrontColor = vec4(1.0, 1.0, 1.0, 1.0 - step(height, 0.0)); }